New Horizon 539 Posted June 9, 2005 Report Share Posted June 9, 2005 Received this very nice email from OrbWeaver. Hi Dark Mod team, I have been working on some assets for the Doom 3 engine, particularlysome mansion textures and models (which I believe you were looking fora while ago), some samples of which are below. http://img162.echo.cx/img162/990/shot157gs.jpghttp://img185.echo.cx/img185/7982/shot167an.jpghttp://img112.echo.cx/img112/2887/shot93hl.jpghttp://img112.echo.cx/img112/3328/shot63bj.jpg I would be willing to lend some time to the Dark Mod as a textureartist, modeller and/or mapper (depending on current requirements - inmy view these disciplines are inextricably entwined anyway), if thiswould be helpful. Alternatively, if you have a need for assets but mysamples are not consistent with your requirements, please let me knowwhat sorts of changes/improvements would need to be made and I willsee what I can do. Of course, I shall not be offended if you are already at capacity andhave no further need for contributors in this area... :-) - OrbWeaver Quote Link to post Share on other sites
Springheel 4678 Posted June 9, 2005 Report Share Posted June 9, 2005 The textures look a little low-res to me, but the chains look very good in that one screen. Any more model shots? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
New Horizon 539 Posted June 9, 2005 Author Report Share Posted June 9, 2005 Yeah, they are low res for our needs but that can be changed. I've asked for some object shots in the reply email. Quote Link to post Share on other sites
OrbWeaver 664 Posted June 9, 2005 Report Share Posted June 9, 2005 (edited) Hi all, thanks for your replies and your feedback. I agree that the textures could use more detail (I assume this is what you mean by "low-res" - they are all 512x512 or more). I will work on distressing them somewhat, and adding some more finer detail, dirt & noise etc.. I am currently working on: - More ornamentation for the corridor scenes - some columns, ceiling trims etc. - Adding detail to the wall lights, renderbumping and skinning them properly, they are relatively low-detail at the moment which is why they are only shown far away - New models w/ skins - I want some kind of font/fountain for the alcove area in the mansion shot, some more efficient chains/ropes for indoor use (those chains are about 3k polys per segment), and some railings and bannisters for mansion scenes. I will post updates to these as and when I get them done. I am not sure what sort of timescales this will involve; I don't want to do a rush job but neither do I want to "miss the boat", so to speak. Edited June 9, 2005 by OrbWeaver Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
god_is_my_goldfish 1 Posted June 9, 2005 Report Share Posted June 9, 2005 By low-res i think he is referring to the fact that they look like they are 128x128 or 64x64. (mostly from the blurriness and "stretched" look) That's what they look like to me at least. Quote http://www.thirdfilms. comA Thief's Path trailer is now on Youtube! Link to post Share on other sites
Renzatic 12 Posted June 9, 2005 Report Share Posted June 9, 2005 Orb, I remember seeing you post that hardwood floor on D3W and it looked a helluva lot better than that. The one you're showing here looks like it's been blurred hardcore. Quote Link to post Share on other sites
OrbWeaver 664 Posted June 10, 2005 Report Share Posted June 10, 2005 (edited) Orb, I remember seeing you post that hardwood floor on D3W and it looked a helluva lot better than that. The one you're showing here looks like it's been blurred hardcore.You are right, they do actually look pretty blurry in those screenshots. I am not sure if it is poor lighting, JPEG compression or the fact that I took them from the editor rather than the main game, so stuff like anisotropic filtering may not have been in effect. I will go back and take them again from the main game at full resolution with high graphics options enabled, and see if they look any better. EDIT: Racked up my graphics settings and tooks some more, which are a lot less blurred (I think it was image_anisotropy which was set to 1, should have been 8). http://img235.echo.cx/img235/5589/shot000178ut.jpghttp://img296.echo.cx/img296/3351/shot000187qw.jpghttp://img300.echo.cx/img300/7607/shot000206im.jpg Edited June 10, 2005 by OrbWeaver Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
OrbWeaver 664 Posted June 14, 2005 Report Share Posted June 14, 2005 (edited) I was wondering if it is possible to postpone my application. The standards of this mod are exceptionally high and I think it would be necessary to spend some time developing my skills to the point where I can make a meaningful contribution, rather than wasting people's time with "average" work. Good luck with your mod, and I hope I will be able to join you at a later date. Edited June 24, 2005 by OrbWeaver Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
sparhawk 17 Posted June 14, 2005 Report Share Posted June 14, 2005 Sure. Why not? It's a free project after all. Quote Gerhard Link to post Share on other sites
OrbWeaver 664 Posted June 24, 2005 Report Share Posted June 24, 2005 Some model shots as requested: http://img281.echo.cx/img281/8379/odrailing7hf.jpghttp://img110.echo.cx/img110/1320/musrope6ha.jpg (The rope comes out slightly better in game, the screenshot is only 1024x768 with no AA so the "twisted rope" effect is reduced slightly). Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
Fingernail 59 Posted June 24, 2005 Report Share Posted June 24, 2005 Those are quite neat, although the texture on the first is a little bland. However, they are quite the type of small objects we need done to pack out missions with. Quote Link to post Share on other sites
OrbWeaver 664 Posted June 24, 2005 Report Share Posted June 24, 2005 Those are quite neat, although the texture on the first is a little bland.Fair point - I was originally intending to make it a lot rougher but I kind of liked the way it came out and stuck with it. It would be a five-minute job to change, though. Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
OrbWeaver 664 Posted July 6, 2005 Report Share Posted July 6, 2005 A couple more models... http://img185.imageshack.us/img185/5650/chair8xi.jpghttp://img80.imageshack.us/img80/446/chairhi5vo.jpg (High-poly rendering of chair model)http://img161.imageshack.us/img161/2198/table3tg.jpghttp://img132.imageshack.us/img132/9382/tablehi0pi.jpg(High-poly table model, vertex cols but no skin)http://img85.imageshack.us/img85/7587/scene6wq.jpg Apologies for somewhat low-res screenshots, I cannot get D3 to take them in anything other than 1024x768 without AA (even if graphics mode is higher). Quote DarkRadiant homepage ⋄ DarkRadiant user guide ⋄ OrbWeaver's Dark Ambients ⋄ Blender export scripts Link to post Share on other sites
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